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Going the Distance with Babylon.js

Going the Distance with Babylon.js

By : Josh Elster
4.3 (12)
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Going the Distance with Babylon.js

Going the Distance with Babylon.js

4.3 (12)
By: Josh Elster

Overview of this book

Babylon.js allows anyone to effortlessly create and render 3D content in a web browser using the power of WebGL and JavaScript. 3D games and apps accessible via the web open numerous opportunities for both entertainment and profit. Developers working with Babylon.js will be able to put their knowledge to work with this guide to building a fully featured 3D game. The book provides a hands-on approach to implementation and associated methodologies that will have you up and running, and productive in no time. Complete with step-by-step explanations of essential concepts, practical examples, and links to fully working self-contained code snippets, you’ll start by learning about Babylon.js and the finished Space-Truckers game. You’ll also explore the development workflows involved in making the game. Focusing on a wide range of features in Babylon.js, you’ll iteratively add pieces of functionality and assets to the application being built. Once you’ve built out the basic game mechanics, you’ll learn how to bring the Space-Truckers environment to life with cut scenes, particle systems, animations, shadows, PBR materials, and more. By the end of this book, you’ll have learned how to structure your code, organize your workflow processes, and continuously deploy to a static website/PWA a game limited only by bandwidth and your imagination.
Table of Contents (20 chapters)
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1
Part 1: Building the Application
7
Part 2: Constructing the Game
13
Part 3: Going the Distance

Technical Requirements

The first section of this chapter deals with audio files and playing them, so it’s helpful but not necessary to have speakers or some other way of hearing sound output. As always, the source code is available on GitHub at https://github.com/jelster/space-truckers/tree/ch6.

As you might expect, most of the technical requirements from previous chapters apply to this one since we’re continuing the work that started there.

Helpful Things to Know

The following are helpful things to know:

  • Outside of the technical realm of software, there are some concepts and skills that are helpful to have previous knowledge of coming into this section. Don’t worry if you don’t recognize or aren’t familiar with this stuff – that’s the whole reason you’re reading this book in the first place – to learn! This includes vector operations in 3D space, addition, subtraction, multiplication, and so on, as well...

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